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Grendel Class Escort Trader

Grendel Class Escort Trader


the Gendel class excort trader is another of the reworked vessels built by Sassanid Heavy Industries, in this case one of several variants they produce for the classic Beowulf class free trader hull. Unlike the Gatekeeper class, the modifcations are too extensive to be done anywhere but a full class B starport with a sub kiloton shipyard.


the Grendel class, is, at heart, a anti priate vessel. those in a cynical mood have labeled it s "Q-ship", after the archaic Solomani name for ships which are designed to lure convoy raiders in with a seemingly "easy" kill, then turn the tables and destory them. It was created with the megacorps and subsector naives as the intended buyers, the idea being it would free up "real" warships for other, more important duties. as a result, it uses a lot more advanced components than the Gatekeepers, as it is expected to operate with better logicistical backing and a steady supply of spare parts.


the Grendel is designed to patrol up and down a Jump Main, seeking to be taken by an observer as just one of the dozens of Free traders that eke out a living taking up the "slack" in the trade networks. it has limited cargo space, enough to take on small cargoes for "show" and to run minor errands for the own megacorps, but not nearly enough to make a profit as a real trader. nether the less, many operators do make try and offset the running costs of the Grendel by having it haul small freight loads and enguage in Spec trade.

when a pirate vessel takes the bait and tries to attack the Grendel , it fires up its main weapon: a Sassanid SaagKuu (a ledgendry sword form Vlani mythology) Meson Weapon System (MWS), mounted entirely within the hull, where the foreward cargo bay would be on a "real" beowulf.

The SaagKuu is one of the most advanced and compact MWS designs in the Imperium, packing a simmilar profomnace to the standard 50 ton Meson bay into a 30 ton space, at the cost of doubling the price, and the use to hard to replace TL14 components. the SaagKuu accounts for nearly half of the cost of the ship, but gives the Grendel a massive bite for it's size. taking advantage of the meson guns ability to fire though matter, the MWS has no visable external components, leading priates to think the ship has only one turret, until the first meson shot explodes inside thier fuel tanks.....

the turret mounts 3 "behnyeh" (a darrian word for a type of high altidude lightning on thier homeworld) Particle beams. the Behnyeh are another advanced design, this time stressing resilience and ease of maintainace over compactness. it is possible to reach any part of all three Behnyehs form within the turret, though some disassembly is needed to reach some parts. the whole set up is very rugged, and has proven very resitant to battle damage, and easy to repiar when it is put out of action.

as a result of this particle a meson based armament, the Grendel tends to severely iradiate it's targets in combat. extensive raditation sheilding is built into the hull, and the computers are hardened.

in order to improve combat proformance, the Grendel has extensive internal bracing and hull reinforcement, letting it absorb levels of damage that would destroy most 200 ton ships and keep fighting.


sales and feedback

the Grendel has done moderatly brisk sales with several megacorps and sector wide companies, mostly in the more developed sectors where a steady supply of parts is available. combat proformance has been encouraging, with the Grendel easily able to defeat 300 ton "Corsair" ships, and in at least one confrimed instance destorying a Cutlass class Pirate cruiser due to a lucky meson shot slagging the bridge in the opening moments.

the ship has also seen some sales to private security firms, who find the ship's "innocent" appearence a boon in certian situations. most famous of these was the assasination of Admiral Urrtsu, a vargr pirate lord, who was killed while addressing his followers by a meson shot form the Dis'co Velante, parked around 500km away at the main starport, using a homing beacon planted on Urrtsu's ship to fix the range.

their have been some complaints about the design of the Grendel, though. the most common is the small crew means that the ship cannot take prizes, meaning its only option is to destroy attackers rather than cripple. Also, for a 200 ton ship, the Grendel is expensive, both to buy and to run. it costs the same as a 400 ton Gazelle close escort. the parts for the meason gun and the radiation sheilding both drive the maintainace costs upward.

However, on the whole, most customers have been satisfied with the Grendel .

stats


OOC notes.

this is my second ship design, again a Mongoose traveller ship taking advantage of the advanced ship design rules in the MgT High Guard book. comments, critques, and any mistakes you spot are welcome.
 
Please email to submissions@freelancetraveller.com the following:

* Your real name, for proper credit.
* A statement granting Freelance Traveller permission to print a copy of your posting here about the Grendel, and the stats for it.
* A copy of the stats sheet, as the link indicates that I do not have permission to access it on GoogleDocs.
 
fixed the privacy problem. stupid googledocs......

I believe you already have my name, do you want another e-mail, just to cover your arse?

Yes; not so much for tochus-covering as because while I may have it and even recognize it when I see it, I don't have a mental link between it and your handle here...:eek:

BTW, thanks for the fix on the privacy settings; I've grabbed the sheet as Excel and PDF.
 
I have been gaming out MgT ship combat over the last two weeks.

I would buy armor at the 12 level, making you immune from beam and pulse laser hits, non-nuke missile strikes, and most PA strikes. Big kudos on using rad shielding.

Structure points are not as important as hull at this size ship.

I would also dump the PA turret in favor of a triple caster, and use the savings towards two rating 25 computers to run FC +4 and +5. At +5 with a +2 or +3 gunner your meson gun is a small ship killer, knocking out a scout or free trader in 3 to 5 rounds. Buying VR for your meson makes a lot of sense if you can afford the space.
 
I had some time last night while my wife was hosting book club, so I prepared a different design.

The Sir Martin J Verbible class route protector is a joint project funded by the Imperial Ministry of Commerce and several of the Mega Corporations. The lead ship is named after the corporate chair of the funding committee.

The vessel is built at TL 14, but is intended to resemble as closely as possible a Type A Free Trader. Piracy analysis has shown that design is the most likely to be attacked externally during space operations.

Commonly called the "Stinger", the ship is designed around a 50 ton meson bay. Initial plans to install a torpedo launcher were scrapped when advanced war gaming sessions revealed the potential for use around high ports and worlds.

The ship devotes 5 tons (MCr5) to surface features that can be easily changed (color, antennas, and the like).

200 ton hull (MCr8), Streamlined (MCr.8), Bonded Superdense 12 (20tons, MCr8), Rad Shielding (MCr50), Bridge with Holo Controls (10tons, MCr1.25), Advanced Elec (3tons, MCr2), 2 Comp 7 (MCr60), Jump 1A (10tons, MCr10), Jump Fuel (20tons), PP3C (10tons, MCr24), MD3C (5tons, MCr12), PP Fuel 4 weeks (12tons), Two Processors thus slightly less than one day (2tons, MCr.1), Meson Bay 13 with VR (50tons, MCr62.5), Triple Sandcaster (1ton, MCr1.75), 20 Sand Barrels (2tons, MCr.02), 7 Staterooms (28tons, MCr 3.5), Repair Drones (2tons, MCr.4), Software: Jump 1, Intel, FC +4, FC+2, Auto Repair 1, Evade 2 (MCr20.1).

Total MCr270. The joint project built the ships at a combined corporate world, allowing savings of 10%. Accounts vary as to how many such ships were produced, but most believe at least 50 were built and allocated to different regions of the 3I.

The Stinger has a working 20 ton cargo bay, which the crew frequently uses to slowly load and unload small amounts of cargo at ports. Due to the secretive nature of the vessel's port calls, each crewmember is given their own stateroom. Normal crew is a Captain, Pilot, Sensor Ops, 2 Gunners, and 2 Engineers. Either the Captain or Sensor Operator is trained in Astrogation.

The meson bay gunner is usually a Navy Master Gunner on Secondment. Publicity for the class has varied from none to excessive in different regions, and during the times the vessels have been featured in news releases the gunner has been a main part of those stories.

Reason for design: Armor means the ship is immune from all lasers and all missiles. The bay shoots from medium to very long with no loss of accuracy, and close/distant with minus one. With FC+4, and an average gunner of +2, the meson bay will hit most of the time for 5D6 and a crew hit.

For half the cost of a Pirate Cruiser, the ship has a very good chance of driving it away or destroying it so long as it gets the first shot. (Holographic gives +2). A damaged pirate vessel is more likely to be caught or driven out of the business.

Combat Example: Stinger is working its way out to the jump point at M1. PC intercepts, and closes to close ordering the Stinger to accept a boarding party. Stinger rolls initiative and goes first.

Meson bay is almost sure to hit at +5 (+6-1). Average damage of 15 gives a double or three single hits. Most likely hit is bay, then structure, then hold. The rad hit is also likely to knock out one crewmen.

The return fire is iffy given the Sand +2 and the armor, much more so if either PC bay is hit first. Only the two bays and the barbette can damage the Stinger, with the barbette doing damage only half the time and the rail gun less than one third.

Rinse and repeat, most pirates will be attempting to withdraw and jump to safety after round two.

Most Pirate Raiders will also attempt to break away.
 
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Garyius, please email to submissions@ or editor@ freelancetraveller.com the following:

1. Permission to use the Verbible in Freelance Traveller.
2. A stat block for the Verbible - please also note which version of Traveller it's for
3. Your real name, for proper credit.
 
That's why I went with 20 tons cargo, instead of going to 90% on the bay, ditching the 5 tons on the changable features, and doubling up instead of giving each crewman their own stateroom.

I firgure if I got the bay up to 40ish tons it turns into the number one priate ship ever. Keeping at least some active duty long service guys on board should help, too. Who wants to give up 15 or KCr20 a year for life, for a half chance of KCr200 now and half of dying or being sent to the prison planet.

Or worse, free up one stateroom, some tons on the bay, the 5 tons if features, and one ton of the barrels, double up on the staterooms manning, and force in a launch. Now you have the pirate special.
 
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